﻿#if CONVERT_MODELS
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using static MCSkin3D.ModelLoader;

namespace MCSkin3D.Models.Convert
{
	public class ModelRabbit : ModelBase
	{
		/** The Rabbit's Left Foot */
		ModelRenderer rabbitLeftFoot;

		/** The Rabbit's Right Foot */
		ModelRenderer rabbitRightFoot;

		/** The Rabbit's Left Thigh */
		ModelRenderer rabbitLeftThigh;

		/** The Rabbit's Right Thigh */
		ModelRenderer rabbitRightThigh;

		/** The Rabbit's Body */
		ModelRenderer rabbitBody;

		/** The Rabbit's Left Arm */
		ModelRenderer rabbitLeftArm;

		/** The Rabbit's Right Arm */
		ModelRenderer rabbitRightArm;

		/** The Rabbit's Head */
		ModelRenderer rabbitHead;

		/** The Rabbit's Right Ear */
		ModelRenderer rabbitRightEar;

		/** The Rabbit's Left Ear */
		ModelRenderer rabbitLeftEar;

		/** The Rabbit's Tail */
		ModelRenderer rabbitTail;

		/** The Rabbit's Nose */
		ModelRenderer rabbitNose;

		private float field_178701_m = 0.0F;
		private float field_178699_n = 0.0F;

		public ModelRabbit()
		{
			this.setTextureOffset("head.main", 0, 0);
			this.setTextureOffset("head.nose", 0, 24);
			this.setTextureOffset("head.ear1", 0, 10);
			this.setTextureOffset("head.ear2", 6, 10);
			this.rabbitLeftFoot = new ModelRenderer(this, 26, 24);
			this.rabbitLeftFoot.addBox(-1.0F, 5.5F, -3.7F, 2, 1, 7, "Left Foot");
			this.rabbitLeftFoot.setRotationPoint(3.0F, 17.5F, 3.7F);
			this.rabbitLeftFoot.mirror = true;
			this.setRotationOffset(this.rabbitLeftFoot, 0.0F, 0.0F, 0.0F);
			this.rabbitRightFoot = new ModelRenderer(this, 8, 24);
			this.rabbitRightFoot.addBox(-1.0F, 5.5F, -3.7F, 2, 1, 7, "Right Foot");
			this.rabbitRightFoot.setRotationPoint(-3.0F, 17.5F, 3.7F);
			this.rabbitRightFoot.mirror = true;
			this.setRotationOffset(this.rabbitRightFoot, 0.0F, 0.0F, 0.0F);
			this.rabbitLeftThigh = new ModelRenderer(this, 30, 15);
			this.rabbitLeftThigh.addBox(-1.0F, 0.0F, 0.0F, 2, 4, 5, "Left Thigh");
			this.rabbitLeftThigh.setRotationPoint(3.0F, 17.5F, 3.7F);
			this.rabbitLeftThigh.mirror = true;
			this.setRotationOffset(this.rabbitLeftThigh, -0.34906584F, 0.0F, 0.0F);
			this.rabbitRightThigh = new ModelRenderer(this, 16, 15);
			this.rabbitRightThigh.addBox(-1.0F, 0.0F, 0.0F, 2, 4, 5, "Right Thigh");
			this.rabbitRightThigh.setRotationPoint(-3.0F, 17.5F, 3.7F);
			this.rabbitRightThigh.mirror = true;
			this.setRotationOffset(this.rabbitRightThigh, -0.34906584F, 0.0F, 0.0F);
			this.rabbitBody = new ModelRenderer(this, 0, 0);
			this.rabbitBody.addBox(-3.0F, -2.0F, -10.0F, 6, 5, 10, "Body");
			this.rabbitBody.setRotationPoint(0.0F, 19.0F, 8.0F);
			this.rabbitBody.mirror = true;
			this.setRotationOffset(this.rabbitBody, -0.34906584F, 0.0F, 0.0F);
			this.rabbitLeftArm = new ModelRenderer(this, 8, 15);
			this.rabbitLeftArm.addBox(-1.0F, 0.0F, -1.0F, 2, 7, 2, "Left Arm");
			this.rabbitLeftArm.setRotationPoint(3.0F, 17.0F, -1.0F);
			this.rabbitLeftArm.mirror = true;
			this.setRotationOffset(this.rabbitLeftArm, -0.17453292F, 0.0F, 0.0F);
			this.rabbitRightArm = new ModelRenderer(this, 0, 15);
			this.rabbitRightArm.addBox(-1.0F, 0.0F, -1.0F, 2, 7, 2, "Right Arm");
			this.rabbitRightArm.setRotationPoint(-3.0F, 17.0F, -1.0F);
			this.rabbitRightArm.mirror = true;
			this.setRotationOffset(this.rabbitRightArm, -0.17453292F, 0.0F, 0.0F);
			this.rabbitHead = new ModelRenderer(this, 32, 0);
			this.rabbitHead.addBox(-2.5F, -4.0F, -5.0F, 5, 4, 5, "Head");
			this.rabbitHead.setRotationPoint(0.0F, 16.0F, -1.0F);
			this.rabbitHead.mirror = true;
			this.setRotationOffset(this.rabbitHead, 0.0F, 0.0F, 0.0F);
			this.rabbitRightEar = new ModelRenderer(this, 52, 0);
			this.rabbitRightEar.addBox(-2.5F, -9.0F, -1.0F, 2, 5, 1, "Right Ear");
			this.rabbitRightEar.setRotationPoint(0.0F, 16.0F, -1.0F);
			this.rabbitRightEar.mirror = true;
			this.setRotationOffset(this.rabbitRightEar, 0.0F, -0.2617994F, 0.0F);
			this.rabbitLeftEar = new ModelRenderer(this, 58, 0);
			this.rabbitLeftEar.addBox(0.5F, -9.0F, -1.0F, 2, 5, 1, "Left Ear");
			this.rabbitLeftEar.setRotationPoint(0.0F, 16.0F, -1.0F);
			this.rabbitLeftEar.mirror = true;
			this.setRotationOffset(this.rabbitLeftEar, 0.0F, 0.2617994F, 0.0F);
			this.rabbitTail = new ModelRenderer(this, 52, 6);
			this.rabbitTail.addBox(-1.5F, -1.5F, 0.0F, 3, 3, 2, "Tail");
			this.rabbitTail.setRotationPoint(0.0F, 20.0F, 7.0F);
			this.rabbitTail.mirror = true;
			this.setRotationOffset(this.rabbitTail, -0.3490659F, 0.0F, 0.0F);
			this.rabbitNose = new ModelRenderer(this, 32, 9);
			this.rabbitNose.addBox(-0.5F, -2.5F, -5.5F, 1, 1, 1, "Nose");
			this.rabbitNose.setRotationPoint(0.0F, 16.0F, -1.0F);
			this.rabbitNose.mirror = true;
			this.setRotationOffset(this.rabbitNose, 0.0F, 0.0F, 0.0F);
		}

		private void setRotationOffset(ModelRenderer p_178691_1_, float p_178691_2_, float p_178691_3_, float p_178691_4_)
		{
			p_178691_1_.rotateAngleX = p_178691_2_;
			p_178691_1_.rotateAngleY = p_178691_3_;
			p_178691_1_.rotateAngleZ = p_178691_4_;
		}

#if RENDER
		/**
		 * Sets the models various rotation angles then renders the model.
		 */
		public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
		{
			this.setRotationAngles(p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale, entityIn);

			if (this.isChild)
			{
				float f = 1.5F;
				GlStateManager.pushMatrix();
				GlStateManager.scale(0.85F / f, 0.85F / f, 0.85F / f);
				GlStateManager.translate(0.0F, 22.0F * scale, 2.0F * scale);
				this.rabbitHead.render(scale);
				this.rabbitLeftEar.render(scale);
				this.rabbitRightEar.render(scale);
				this.rabbitNose.render(scale);
				GlStateManager.popMatrix();
				GlStateManager.pushMatrix();
				GlStateManager.scale(0.6F / f, 0.6F / f, 0.6F / f);
				GlStateManager.translate(0.0F, 36.0F * scale, 0.0F);
				this.rabbitLeftFoot.render(scale);
				this.rabbitRightFoot.render(scale);
				this.rabbitLeftThigh.render(scale);
				this.rabbitRightThigh.render(scale);
				this.rabbitBody.render(scale);
				this.rabbitLeftArm.render(scale);
				this.rabbitRightArm.render(scale);
				this.rabbitTail.render(scale);
				GlStateManager.popMatrix();
			}
			else
			{
				GlStateManager.pushMatrix();
				GlStateManager.scale(0.6F, 0.6F, 0.6F);
				GlStateManager.translate(0.0F, 16.0F * scale, 0.0F);
				this.rabbitLeftFoot.render(scale);
				this.rabbitRightFoot.render(scale);
				this.rabbitLeftThigh.render(scale);
				this.rabbitRightThigh.render(scale);
				this.rabbitBody.render(scale);
				this.rabbitLeftArm.render(scale);
				this.rabbitRightArm.render(scale);
				this.rabbitHead.render(scale);
				this.rabbitRightEar.render(scale);
				this.rabbitLeftEar.render(scale);
				this.rabbitTail.render(scale);
				this.rabbitNose.render(scale);
				GlStateManager.popMatrix();
			}
		}
#endif

		/**
		 * Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
		 * and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
		 * "far" arms and legs can swing at most.
		 */
		public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
		{
			float f = ageInTicks - (float)entityIn.ticksExisted;
			EntityRabbit entityrabbit = (EntityRabbit)entityIn;
			this.rabbitNose.rotateAngleX = this.rabbitHead.rotateAngleX = this.rabbitRightEar.rotateAngleX = this.rabbitLeftEar.rotateAngleX = headPitch * 0.017453292F;
			this.rabbitNose.rotateAngleY = this.rabbitHead.rotateAngleY = netHeadYaw * 0.017453292F;
			this.rabbitRightEar.rotateAngleY = this.rabbitNose.rotateAngleY - 0.2617994F;
			this.rabbitLeftEar.rotateAngleY = this.rabbitNose.rotateAngleY + 0.2617994F;
			this.field_178701_m = MathHelper.sin(entityrabbit.func_175521_o(f) * (float)Math.PI);
			this.rabbitLeftThigh.rotateAngleX = this.rabbitRightThigh.rotateAngleX = (this.field_178701_m * 50.0F - 21.0F) * 0.017453292F;
			this.rabbitLeftFoot.rotateAngleX = this.rabbitRightFoot.rotateAngleX = this.field_178701_m * 50.0F * 0.017453292F;
			this.rabbitLeftArm.rotateAngleX = this.rabbitRightArm.rotateAngleX = (this.field_178701_m * -40.0F - 11.0F) * 0.017453292F;
		}

#if RENDER
		/**
		 * Used for easily adding entity-dependent animations. The second and third float params here are the same second
		 * and third as in the setRotationAngles method.
		 */
		public void setLivingAnimations(EntityLivingBase entitylivingbaseIn, float p_78086_2_, float p_78086_3_, float partialTickTime)
		{
			super.setLivingAnimations(entitylivingbaseIn, p_78086_2_, p_78086_3_, partialTickTime);
			this.field_178701_m = MathHelper.sin(((EntityRabbit)entitylivingbaseIn).func_175521_o(partialTickTime) * (float)Math.PI);
		}
#endif
	}
}
#endif